Physics VS Frame accuracy, and an attempt to make the game more realistic.

Major Double D··1 votes·336 views

I Had an issue today, In which some how a Jayce managed to attack me with his knock back, causing me to fly in a totally in accurate direction, and after talking to my "amigos" about it and getting an explanation that didn't quite make sense to me, as i was thinking of the game as a second physical space, and not as a processed frame by processed frame environment in which this kind of incident can occur. After One "Cammy White" with customer support pointed this out, I for the maybe second time ever? decided to access the forum/boards what ever this is.

Just for reference sake, here is a picture of what actually happened in the game, and a short explanation.

Here is a link to the picture as I am not entirely sure how to add that in, if its possible. http://.http://puu.sh/xtj2Q/f5d448c298.png

So Jayce was being rude, i got a gank, took a few free shots at his tower, he came back, i was still at low from being in lane the entire time, he scared me, i did some bush shenanigans, and tried to escape. Not knowing about his knock back effecting even though other actions were taken. w/e that isn't my concern.

Part of my concern, stems from the point of, people that dont know (like me before i was informed) that the game doesn't always perform 'semi' rationally most of the time, are going to get confused and irritated a lot more than other people.

The MAJOR part of my concern stems from my frustration, of how this game TRYs really hard to make things work like they would in a true physical space. Having crazy BS like this happen on occasion isn't cool, to me obviously.

In the conversation i had with Mr/s Cammy, the following paraphrasing by me. After Cammy mentioned some thing about the game having frame by frame processing, as most current computers run (cant think of any that dont maybe quantum computers?)

-cough- I am calling it paraphrasing, because i cleaned it up as she suggested and refined my words to clearly state the argument i was attempting to make.

"Also, i am not trying to deny that the knock back COULD happen the way it did my issue is that it moved in a way that physically shouldn't be possible. If object A puts out enough force to move object B, out of its path, then it should move in the direction of the force from object A, from the path in the location at the time of the actual attack.

Using the Nautilus /Jayce example. http://puu.sh/xtj2Q/f5d448c298.png

If object B was not in motion, it is understandable that object B ends up at location B3. However object B was in motion, and as such, when the attack's damage and knock back occurred, Nautilus was in location B1 and conversely should have ended up near location B2. Changing the path of object b, while also canceling the movement in that direction (essentially I am saying, cool the chain broke when Nautilus got hit by the force from Jayce and cant pull him self to the wall. So stopping motion from there, then applying the knock back from that location would be okay?) Not some how moving from an unknown (nonexistent) force in the direction of the pink arrow (from the picture).

As I am sure it is aggravating, to Devs, to get complaints about issues, and not a suggestion to a fix, maybe for cases like Jayce where there is a serious time consuming wind up before a displacement effect occurs, a short internal cast time, where the knock back/damage would occur to see if the champion is still there to do damage to (the same way some how Nautilus can miss his hook (that clearly connected) to an Ezreal because he timed his vanish perfectly on time. (though that's not the issue that I am trying to make, but a point i need to show my point.) If some champions are able to essentially cancel an-other's ability, this very specific case where Jayce 's knock back can have a RIDICULOUS range and quite STRANGE direction of force, is in need of fixing.

2 Comments

Yamanoki1 votes

It seems your concern is more about realism than anything else, so let me first emphasize that the game client already skewers realism even within the game lore. Nautilus is supposed to be a hulking giant many times the size of a normal person like Jayce (see the 2nd Cinematic for reference) and yordles are supposed to reach barely knee-height. Their proportions are skewed for gameplay reasons, and it makes sense that physics would be, too.

To your case in particular, though, it seems realistic that the object-in-motion at point b1 would be knocked to point b3. Jayce can only apply the force at melee range - a stationary object at point b1 would be punted to b2, but an object in motion at b1 is more likely to have been punted as it passed point b, and the new force would therefore send them closer to b3 than b2 (though perhaps, more accurately, somewhere between b3 and b2).

As for the concern about intuitiveness for new players, while it is a little wonky to see buffered movement interactions (nautilus hook overrides poppy ult's knockback with the correct timing), the timing window on them is very tight, so consistently using them to one's advantage is seen as an aspect of player mastery. Which of course means a new player wouldn't be expected to pull it off.

(as a small tidbit from my experience, it is possible to use Katarina's Shunpo to the same effect as Ezreal's blink, even though the timing window is much tighter.)

Major Double D1 votes

Hi yama To clarify my concern, is to the accuracy of the effects, not how precise they are to their counter parted Lore measures... I wont lie, most of that reasoning is that i dont read the lore. :P

As you argue in your second paragraph, that Jayce's ability is only able to hit in melee range, then the nautilus should not have been attacked in the first place, and the fix of a cast time on the attack, with a distance check is more justified. However! it currently does not have such a requirement, and there in would more understandably work the way posited above.

There is the case where my thinking is just totally wrong, or some Devs could agree with me while others argue the skill component, any response would be nice from someone that knows the mechanics (number wise) that are occurring better than we ever could (because they have access to them) cough cough would be nice, to clarify the issues.

More from Gameplay